Implement HLE macros for render target clears (#3528)

* Implement HLE macros for render target clears

* Add constants for the offsets
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gdkchan 2022-08-04 18:30:08 -03:00 committed by GitHub
parent c48a75979f
commit 1080f64df9
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16 changed files with 149 additions and 43 deletions

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@ -11,10 +11,11 @@ namespace Ryujinx.Graphics.GAL
void ClearBuffer(BufferHandle destination, int offset, int size, uint value); void ClearBuffer(BufferHandle destination, int offset, int size, uint value);
void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color); void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color);
void ClearRenderTargetDepthStencil( void ClearRenderTargetDepthStencil(
int layer, int layer,
int layerCount,
float depthValue, float depthValue,
bool depthMask, bool depthMask,
int stencilValue, int stencilValue,

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@ -5,20 +5,22 @@
public CommandType CommandType => CommandType.ClearRenderTargetColor; public CommandType CommandType => CommandType.ClearRenderTargetColor;
private int _index; private int _index;
private int _layer; private int _layer;
private int _layerCount;
private uint _componentMask; private uint _componentMask;
private ColorF _color; private ColorF _color;
public void Set(int index, int layer, uint componentMask, ColorF color) public void Set(int index, int layer, int layerCount, uint componentMask, ColorF color)
{ {
_index = index; _index = index;
_layer = layer; _layer = layer;
_layerCount = layerCount;
_componentMask = componentMask; _componentMask = componentMask;
_color = color; _color = color;
} }
public static void Run(ref ClearRenderTargetColorCommand command, ThreadedRenderer threaded, IRenderer renderer) public static void Run(ref ClearRenderTargetColorCommand command, ThreadedRenderer threaded, IRenderer renderer)
{ {
renderer.Pipeline.ClearRenderTargetColor(command._index, command._layer, command._componentMask, command._color); renderer.Pipeline.ClearRenderTargetColor(command._index, command._layer, command._layerCount, command._componentMask, command._color);
} }
} }
} }

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@ -4,14 +4,16 @@
{ {
public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil; public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil;
private int _layer; private int _layer;
private int _layerCount;
private float _depthValue; private float _depthValue;
private bool _depthMask; private bool _depthMask;
private int _stencilValue; private int _stencilValue;
private int _stencilMask; private int _stencilMask;
public void Set(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) public void Set(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
_layer = layer; _layer = layer;
_layerCount = layerCount;
_depthValue = depthValue; _depthValue = depthValue;
_depthMask = depthMask; _depthMask = depthMask;
_stencilValue = stencilValue; _stencilValue = stencilValue;
@ -20,7 +22,7 @@
public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer) public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer)
{ {
renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask); renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._layerCount, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
} }
} }
} }

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@ -41,15 +41,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand(); _renderer.QueueCommand();
} }
public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color) public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{ {
_renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, componentMask, color); _renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color);
_renderer.QueueCommand(); _renderer.QueueCommand();
} }
public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
_renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, depthValue, depthMask, stencilValue, stencilMask); _renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask);
_renderer.QueueCommand(); _renderer.QueueCommand();
} }

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@ -6,7 +6,6 @@ using Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer;
using Ryujinx.Graphics.GAL.Multithreading.Model; using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources; using Ryujinx.Graphics.GAL.Multithreading.Resources;
using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs; using Ryujinx.Graphics.GAL.Multithreading.Resources.Programs;
using Ryujinx.Graphics.Shader;
using System; using System;
using System.Diagnostics; using System.Diagnostics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;

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@ -12,6 +12,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
/// </summary> /// </summary>
class MacroHLE : IMacroEE class MacroHLE : IMacroEE
{ {
private const int ColorLayerCountOffset = 0x818;
private const int ColorStructSize = 0x40;
private const int ZetaLayerCountOffset = 0x1230;
private readonly GPFifoProcessor _processor; private readonly GPFifoProcessor _processor;
private readonly MacroHLEFunctionName _functionName; private readonly MacroHLEFunctionName _functionName;
@ -45,6 +49,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
{ {
switch (_functionName) switch (_functionName)
{ {
case MacroHLEFunctionName.ClearColor:
ClearColor(state, arg0);
break;
case MacroHLEFunctionName.ClearDepthStencil:
ClearDepthStencil(state, arg0);
break;
case MacroHLEFunctionName.MultiDrawElementsIndirectCount: case MacroHLEFunctionName.MultiDrawElementsIndirectCount:
MultiDrawElementsIndirectCount(state, arg0); MultiDrawElementsIndirectCount(state, arg0);
break; break;
@ -53,6 +63,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
} }
} }
/// <summary>
/// Clears one bound color target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearColor(IDeviceState state, int arg0)
{
int index = (arg0 >> 6) & 0xf;
int layerCount = state.Read(ColorLayerCountOffset + index * ColorStructSize);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary>
/// Clears the current depth-stencil target.
/// </summary>
/// <param name="state">GPU state at the time of the call</param>
/// <param name="arg0">First argument of the call</param>
private void ClearDepthStencil(IDeviceState state, int arg0)
{
int layerCount = state.Read(ZetaLayerCountOffset);
_processor.ThreedClass.Clear(arg0, layerCount);
}
/// <summary> /// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary> /// </summary>

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@ -6,6 +6,8 @@
enum MacroHLEFunctionName enum MacroHLEFunctionName
{ {
None, None,
ClearColor,
ClearDepthStencil,
MultiDrawElementsIndirectCount MultiDrawElementsIndirectCount
} }
} }

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@ -46,12 +46,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
private static readonly TableEntry[] Table = new TableEntry[] private static readonly TableEntry[] Table = new TableEntry[]
{ {
new TableEntry(MacroHLEFunctionName.ClearColor, new Hash128(0xA9FB28D1DC43645A, 0xB177E5D2EAE67FB0), 0x28),
new TableEntry(MacroHLEFunctionName.ClearDepthStencil, new Hash128(0x1B96CB77D4879F4F, 0x8557032FE0C965FB), 0x24),
new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C) new TableEntry(MacroHLEFunctionName.MultiDrawElementsIndirectCount, new Hash128(0x890AF57ED3FB1C37, 0x35D0C95C61F5386F), 0x19C)
}; };
private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name) private static bool IsMacroHLESupported(Capabilities caps, MacroHLEFunctionName name)
{ {
if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount) if (name == MacroHLEFunctionName.ClearColor ||
name == MacroHLEFunctionName.ClearDepthStencil)
{
return true;
}
else if (name == MacroHLEFunctionName.MultiDrawElementsIndirectCount)
{ {
return caps.SupportsIndirectParameters; return caps.SupportsIndirectParameters;
} }

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@ -487,11 +487,23 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <summary> /// <summary>
/// Clears the current color and depth-stencil buffers. /// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument. /// Which buffers should be cleared can also be specified with the argument.
/// </summary> /// </summary>
/// <param name="engine">3D engine where this method is being called</param> /// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param> /// <param name="argument">Method call argument</param>
public void Clear(ThreedClass engine, int argument) public void Clear(ThreedClass engine, int argument)
{
Clear(engine, argument, 1);
}
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
public void Clear(ThreedClass engine, int argument, int layerCount)
{ {
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable( ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context, _context,
@ -507,7 +519,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int index = (argument >> 6) & 0xf; int index = (argument >> 6) & 0xf;
int layer = (argument >> 10) & 0x3ff; int layer = (argument >> 10) & 0x3ff;
engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index); engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
// If there is a mismatch on the host clip region and the one explicitly defined by the guest // If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid // on the screen scissor state, then we need to force only one texture to be bound to avoid
@ -578,7 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool clearDepth = (argument & 1) != 0; bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0; bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf); uint componentMask = (uint)((argument >> 2) & 0xf);
if (componentMask != 0) if (componentMask != 0)
@ -587,7 +598,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha); ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color); _context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
} }
if (clearDepth || clearStencil) if (clearDepth || clearStencil)
@ -609,6 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil( _context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
layer, layer,
layerCount,
depthValue, depthValue,
clearDepth, clearDepth,
stencilValue, stencilValue,

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@ -497,6 +497,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
return 0; return 0;
} }
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared can also specified with the arguments.
/// </summary>
/// <param name="argument">Method call argument</param>
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
public void Clear(int argument, int layerCount)
{
_drawManager.Clear(this, argument, layerCount);
}
/// <summary> /// <summary>
/// Performs a indirect multi-draw, with parameters from a GPU buffer. /// Performs a indirect multi-draw, with parameters from a GPU buffer.
/// </summary> /// </summary>

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@ -145,6 +145,16 @@ namespace Ryujinx.Graphics.OpenGL
return format == Format.D16Unorm || format == Format.D32Float; return format == Format.D16Unorm || format == Format.D32Float;
} }
public int GetColorLayerCount(int index)
{
return _colors[index].Info.GetDepthOrLayers();
}
public int GetDepthStencilLayerCount()
{
return _depthStencil?.Info.GetDepthOrLayers() ?? 0;
}
public void AttachColorLayerForClear(int index, int layer) public void AttachColorLayerForClear(int index, int layer)
{ {
TextureView color = _colors[index]; TextureView color = _colors[index];

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@ -110,7 +110,7 @@ namespace Ryujinx.Graphics.OpenGL
Buffer.Clear(destination, offset, size, value); Buffer.Clear(destination, offset, size, value);
} }
public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color) public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{ {
GL.ColorMask( GL.ColorMask(
index, index,
@ -119,18 +119,28 @@ namespace Ryujinx.Graphics.OpenGL
(componentMask & 4) != 0, (componentMask & 4) != 0,
(componentMask & 8) != 0); (componentMask & 8) != 0);
_framebuffer.AttachColorLayerForClear(index, layer);
float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha }; float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
{
for (int l = layer; l < layer + layerCount; l++)
{
_framebuffer.AttachColorLayerForClear(index, l);
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors); GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
}
_framebuffer.DetachColorLayerForClear(index); _framebuffer.DetachColorLayerForClear(index);
}
else
{
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors);
}
RestoreComponentMask(index); RestoreComponentMask(index);
} }
public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
bool stencilMaskChanged = bool stencilMaskChanged =
stencilMask != 0 && stencilMask != 0 &&
@ -148,8 +158,35 @@ namespace Ryujinx.Graphics.OpenGL
GL.DepthMask(depthMask); GL.DepthMask(depthMask);
} }
_framebuffer.AttachDepthStencilLayerForClear(layer); if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount())
{
for (int l = layer; l < layer + layerCount; l++)
{
_framebuffer.AttachDepthStencilLayerForClear(l);
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
}
_framebuffer.DetachDepthStencilLayerForClear();
}
else
{
ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
}
if (stencilMaskChanged)
{
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
}
if (depthMaskChanged)
{
GL.DepthMask(_depthMask);
}
}
private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
if (depthMask && stencilMask != 0) if (depthMask && stencilMask != 0)
{ {
GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue); GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue);
@ -162,18 +199,6 @@ namespace Ryujinx.Graphics.OpenGL
{ {
GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue); GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue);
} }
_framebuffer.DetachDepthStencilLayerForClear();
if (stencilMaskChanged)
{
GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask);
}
if (depthMaskChanged)
{
GL.DepthMask(_depthMask);
}
} }
public void CommandBufferBarrier() public void CommandBufferBarrier()

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@ -149,14 +149,14 @@ namespace Ryujinx.Graphics.Vulkan
return texture is TextureView view && view.Valid; return texture is TextureView view && view.Valid;
} }
public ClearRect GetClearRect(Rectangle<int> scissor, int layer) public ClearRect GetClearRect(Rectangle<int> scissor, int layer, int layerCount)
{ {
int x = scissor.X; int x = scissor.X;
int y = scissor.Y; int y = scissor.Y;
int width = Math.Min((int)Width - scissor.X, scissor.Width); int width = Math.Min((int)Width - scissor.X, scissor.Width);
int height = Math.Min((int)Height - scissor.Y, scissor.Height); int height = Math.Min((int)Height - scissor.Y, scissor.Height);
return new ClearRect(new Rect2D(new Offset2D(x, y), new Extent2D((uint)width, (uint)height)), (uint)layer, 1); return new ClearRect(new Rect2D(new Offset2D(x, y), new Extent2D((uint)width, (uint)height)), (uint)layer, (uint)layerCount);
} }
public unsafe Auto<DisposableFramebuffer> Create(Vk api, CommandBufferScoped cbs, Auto<DisposableRenderPass> renderPass) public unsafe Auto<DisposableFramebuffer> Create(Vk api, CommandBufferScoped cbs, Auto<DisposableRenderPass> renderPass)

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@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Vulkan
if (clearAlpha) if (clearAlpha)
{ {
_pipeline.ClearRenderTargetColor(0, 0, new ColorF(0f, 0f, 0f, 1f)); _pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
} }
_pipeline.SetViewports(viewports, false); _pipeline.SetViewports(viewports, false);

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@ -162,7 +162,7 @@ namespace Ryujinx.Graphics.Vulkan
size); size);
} }
public unsafe void ClearRenderTargetColor(int index, int layer, ColorF color) public unsafe void ClearRenderTargetColor(int index, int layer, int layerCount, ColorF color)
{ {
if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index)) if (FramebufferParams == null || !FramebufferParams.IsValidColorAttachment(index))
{ {
@ -178,12 +178,12 @@ namespace Ryujinx.Graphics.Vulkan
var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha)); var clearValue = new ClearValue(new ClearColorValue(color.Red, color.Green, color.Blue, color.Alpha));
var attachment = new ClearAttachment(ImageAspectFlags.ImageAspectColorBit, (uint)index, clearValue); var attachment = new ClearAttachment(ImageAspectFlags.ImageAspectColorBit, (uint)index, clearValue);
var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default; var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect); Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
} }
public unsafe void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) public unsafe void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
// TODO: Use stencilMask (fully) // TODO: Use stencilMask (fully)
@ -208,7 +208,7 @@ namespace Ryujinx.Graphics.Vulkan
} }
var attachment = new ClearAttachment(flags, 0, clearValue); var attachment = new ClearAttachment(flags, 0, clearValue);
var clearRect = FramebufferParams?.GetClearRect(ClearScissor, layer) ?? default; var clearRect = FramebufferParams.GetClearRect(ClearScissor, layer, layerCount);
Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect); Gd.Api.CmdClearAttachments(CommandBuffer, 1, &attachment, 1, &clearRect);
} }

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@ -49,7 +49,7 @@ namespace Ryujinx.Graphics.Vulkan
_pendingQueryCopies.Clear(); _pendingQueryCopies.Clear();
} }
public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color) public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{ {
if (FramebufferParams == null) if (FramebufferParams == null)
{ {
@ -85,7 +85,7 @@ namespace Ryujinx.Graphics.Vulkan
} }
else else
{ {
ClearRenderTargetColor(index, layer, color); ClearRenderTargetColor(index, layer, layerCount, color);
} }
} }